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KSP2 Release Notes
Everything posted by godarklight
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Tux-box1, Jo copied that line out of KMPServerConfig.txt, which is actually where I entered in mine as well (no history in the KMPServer command line is slightly annoying too). To set it, you type it like this (there's a space between the setting name and the value): /set mySQLConnString Server=127.0.0.1;Port=3306;Database=KSP;Uid=KSP;Pwd=KSP;Pooling=true; -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Tux-box1: That's actually a really good question and an issue we should address, seeing as how connection strings are in a pretty horrible format. The problem with using MySQL at the moment is that it's too slow, unless you convert your tables to MyISAM after they get created using "ALTER TABLE". 0.1.5.1 had some fairly bad SQL queries too which have been fixed in the development version or my custom version, dark-feb-21). dark-feb-21 doesn't contain the mysql change as gimp wants to automatically convert the databases, and he has a few database format changes coming. (KMP auto-upgrades the database, so you wont lose your universe). @Everyone: After some confusion, I've recently discovered it's february still. Also, I've updated KMPModClient (the program that syncs GameData for you so you can connect to modded servers) to handle dark-feb-21. It's very important to understand how it works, so please read the short readme before using it. This is important. It's a very good idea to try this with a seperate KSP install first, to make sure it works for you, and for the following 2 reasons: KMPModClient is highly experimental. It also deletes things from GameData. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rassa Farlander: KMP may be held together with thumbtacks and elmers glue, but it's always improving. The current git log is a little quiet because gimp's going to be away for a week, but that hasn't stopped me from working on it. As I've said a few times, I'm maintaining a custom branch with the builds (and changelog) being hosted on my build server because of the rather important fixes to ChronicSilence's mod control change, among other things. But while KMP has it's share of bugs (The docking one is quite annoying), it still should be relatively playable. There might be more to that lock up then you think though, If you go into the single player KMP save and do the same thing and it's taking a different amount of time, then I'd say that's a bug. If that's the case, I'll dig into it after I tackle some more important ones. @Coda: You'll definitely hit a bug while playing KMP, there are currently 45 bugs open on the tracker, some are big, some are small... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@kidSwift: Unfortunately, not really. Vessels are stored as serialized objects, which can most likely only be modified by a program that both depends on kerbal multiplayer and the 3 KSP files (Assembly[-firstpass] and UnityEngine). Vessels in the database have both a server ID, and the normal in-game ID, they don't match up... The most requested change is probably the ability to delete vessels by name matching, but gimp is working on a database change that affects that too, so that may not happen for 0.1.6. If you have any other suggestions, they are worth mentioning @Everyone: I've added my custom branch to the dev server while gimp is away. The modcontrol thing is kind of an important change, and the next installment of Jo's rover testing should be quite interesting with this version. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@fridgeofcanada: That currently gets written off a KSP bug but I think there may be some way to prevent it from happening. If anyone knows how to reproduce it exactly, 100% of the time or explain the fix the persistent.sfs file it might be worth jumping on IRC. You can't edit the persistent.sfs file with KMP, but we might be able to detect and fix it before sending it to the server. I remember something about how decouplers could come into play, but I don't think that was a 100% reliable fix. I've also seen that the broken docking port can actually switch vessels depending on how you docked, and it's only when both are unable to undock that the real problem occurs. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Coda: It's been fixed, I was testing chrisand.no-ip.info and didn't realise my other dynamic ip service which I don't generally use (which contains IPv6 records) didn't update. godarklight.kerbalcentral.com is a CNAME to the one that was broken. Still slow though :-/ @ThesaurusRex: You would be correct, I had a copy-paste fail. The KMP saves folder lives in KSP_folder/saves/KMP sorry. However, you have the weirdest problem I've ever seen (line 124, then spammed all over the log): MissingMethodException: Method not found: 'EditorLogic.Lock'. That suggests KSP itself isn't installed (huh?). But Assembly-CSharp.dll exists (It's listed up the top), which contains the EditorLogic.Lock function... I have a feeling your computer is literally haunted. By the looks of it your running Windows XP, (it says directx 9.0c) which should be fine. The only 2 things I can think of is trying the dev version to see if it crashes there too (which it most likely will), or reinstalling KSP (which shouldn't work either). Ghosts?. @Everyone using dark-mar-16 (my custom dev version), I've found a bug with my vessel-spawning branch which sometimes causes players loading in near you to jump to your location and cause you to explode (good times). I'll keep a custom branch up to date with my changes while gimp is away , Most of my changes should be relatively tame but there's always a chance something like the above can happen. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
KMP has been integrated into the main menu if you are running the dev (*inserts preemptive apology about the music*, I promise I won't do that in the future): However it's more likely that it hasn't been installed correctly. Make sure these things exist: KSP_folder/GameData/KMP/Plugins/KerbalMultiPlayer.dll (and the ICSharp thing) KSP_folder/GameData/KMP/saves/start.sfs and persistent.sfs If they do, I'd like to see KSP_folder/KSP_Data/output_log.txt if possible -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Slightly on topic: My build server is now on a shaped connection so the downloads are going to be slower than normal. I've taken down my KMP servers (Not that they were getting used anyway ) and I've moved my home network to use my mobile (which has unlimited internet) to avoid any congestion using the build server. Completely Offtopic: Coda, Completely agree. Want to play games*? Use windows. Want to host some type of server or do some specific autonomous task? Use linux. Want to surf the web without threats of viruses? Use mac (or linux). I would normally hand the creativity thing to mac but everyone that *seriously* works with photoshop I know of uses windows. *games: KSP is in the minority for supporting linux, so it's not that surprising it's was the top linux steam game. @KvickFlygarn87: Be careful while learning linux. Understand what each command does before you use it, because you *will* break your computer one day. Rebooting will not help you, you must manually un-break it yourself. A little knowledge is a dangerous thing. Technically coda is a linux pro (professional meaning getting paid for work), being a "Red Hat Certified Engineer". Here's a nice joke for coda, the most dangerous command I have ever run, and this is seriously what I did to leave archlinux to go back to debian because I lacked a cd drive and didn't have netbooting set up yet. rsync -avx --delete /media/raid/debianroot/ /; update-grub -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Coda: In linux you can actually bring down your 'lo' interface with 'ifconfig lo down'. If you do that though, expect Bad Things to happen. In either of those cases, the person that did that will know they broke it, so the probability of this or no localhost in the hosts file is negligible . @syfyguy64: Spazer has a battle server: http://forum.kerbalspaceprogram.com/threads/58328-Spazer-net-Kerbal-Multi-Player-Server-Information Have fun, but I think collisions are a little glitchy @KvickFlygarn87: I think there was a time where the server didn't say "Type /start to start". It took me a minute or two to figure it out. @Everyone: I'm going to get into streaming again, but I can't really handle all those old bugs (plus I want to test my 7 open pull requests on github). People can jump on the server, and the stream too if they have mumble . I'm going to use my custom branch though which is incompatible with the current dev version. @Anyone using the dark-mar-15 version, I've found a bug (that I caused) that causes the server to disconnect clients when it shouldn't. dark-mar-16 fixes that, but it should considered even more experimental than the current dev version. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@odji_mshai: If you can't connect to localhost, It's most likely you didn't type /start. It currently gets everyone once . @Audon: Yes, 127.0.0.1 will always mean the local computer. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Space_Meerkat: As long as the server has added the parts to KMPModControl (and hopefully added the part-adding mods to the required section), then KMP will allow you to launch modded parts. @odji_mshai: It has to be what Audon mentioned. You usually cannot connect to your own internet IP as this usually references some type of modem/router in your network. By default, you can connect to any IP address local to your computer, like 127.0.0.1, or 192.168.x.x, or 10.x.x.x. Those IP addresses show up in ipconfig /all, or the graphical network connection thingy Connecting to localhost is fine, others will still be able to connect to your internet IP if you have forwarded it. Use canyouseeme to check that the port forwarding is working correctly. If it says Success, clients should be able to connect. If it says Error, well then you have a portforward or firewall problem. The default port for the server is 2076 TCP+UDP. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: Exactly correct . I probably should explain myself a little sometimes... @Audon: KMP is fairly resistant to lag these days, but I'm interested why you are getting dropouts. In 0.1.5.1 the server can lag out and kick everyone off saying something about a ghost-check command, but I think you are using the dev version which has ntp-sync and that won't kick clients for lagging out because they can't (the game dynamically warps to a subspace speed, which is an average taken from all the clients in a subspace). You can check the ntp stats in the dev version updated today by typing !ntp - I've removed the time skew error message and placed it in that command. I haven't finished fix-modcontrol though so that's not in yet :-/ The current tickrate in the client is hard coded at 3 times a second, I'm slightly unsure what the server setting does, but I'd probably leave it to be the default *shrugs*. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
"End Read Error" means the connection was dropped somewhere, same with Send error or "Object was used after disposed". I have a PR to fix that error if it's caused by something else. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@odji_mshai, If you are hosting the server and other people want to join from the net, you will have to connect to localhost which is 127.0.0.1, or you can connect your internal network address (looks like 192.168.x.x) while other players outside your network will connect to your internet IPv4 address. From within your own network, the internet address usually refers to your ADSL/cable/whatever modem, which isn't hosting a KMP server, which is why it fails to connect. When you port forward, the modem only forwards external requests to your computer and not any internal ones, which is why the internet IP will work for people outside the network, but not from inside of it. If you want other people from within the same lan to join you, tell them your internal network ip (usually looks like 192.168.x.x), not the internet one -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
If you can upload KSP_folder/KSP_Data/output.log it could help, but by the sounds of it I'll run into it sooner or later. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Audon: If you are using the normal dev build, I *think* that comes from the way it disconnects, it writes the send/receive error over the real error (like "username already in use" or something similar). I fixed that issue in what I'll probably start calling dark build - but this version contains personal changes that may not make it into 0.1.6 - it's also incompatible with the current dev version. http://chrisand.no-ip.info:82/kmp/testing/dark-build/ -
Correct, and also the original transport tycoon (rocks out to that music). The user below me has never experienced a hell kraken.
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Sylphid: ChronicSilence did have the right idea with modcontrol, but the current dev version has a few problems - it's too hard to use and doesn't work correctly. This is a build of my fix-modcontrol branch, required and optional sections work like you would expect now (works on all files), but the resources section only pays attention to dll's and not cfg's (like it was in 0.1.5.1). http://godarklight.kerbalcentral.com:82/kmp/testing/fix-modcontrol/ I'll have to fix up /modgen and then it will be ready for a merge. Just a few notes: 1. You can leave the required, optional and resouces-blacklist section empty and it will work like the current 0.1.5.1 mod control. 2. If you have any part adding mods, add the .dll in the resources-required section - that's generally enough. You can optionally enforce a specific version with FILE=SHA. 3. If you want to enforce a specific version of an optional mod, add it in the optional-files section with an SHA hash. 4. If you aren't running resource-whitelist, all mods are optional anyway, so you don't need to include them there. If you are running resource-whitelist (probably better known as a dll-whitelist really), any dll's that appear in required or optional will be automatically allowed in the resouces (dll) check too, for convenience. 5. The parts section is exactly the same as before. 6. I don't know of any servers currently using the MD5 feature, and I expect the SHA256 feature will also be unused - but it's there. 7. KerbalMultiPlayer.dll, ICSharpThingy and Toolbar.dll are whitelisted automatically (if using whitelisting...) Description of each section (they are slightly inaccurate in my build): required-files: Clients must have these files to join the server. If =[sHA256] is on the end, the sha hash must also match. optional-files: If clients have these files, the =[sHA256] must match. Also a shortcut for resources-whitelist (if using dll-whitelisting). resources-blacklist: If any of these files exist on the client, they can't join. resources-whitelist: If the client has any dll's not on this list, they can't join. parts: The format hasn't changed even since KMPPartsList.txt existed, add your mod parts here. Copy KerbalMultiPlayer.dll and KMPServer.exe into the current development server folder, and KerbalMultiPlayer.dll into KSP_folder/GameData/KMP/Plugins If you feel like living on the wild side, here's a build with the initial sync progress in % and some refactoring of the receiving code (which shouldn't really change anything, but it's more simple and understandable) http://chrisand.no-ip.info:82/kmp/testing/dark-build/ -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Spartwo: I had issues yesterday / the day before on spazer too, Someone launched/did something which caused an error known as an NRE flood. It basically makes the game lag out to the max as a vessel is repetitively created and destroyed (or something along those lines). @Dylan_Madigan: I'm starting to think we should make '/set autoDekessler true' the default... It removes all debris older than 30 minutes. Also, think of your token file as your password, without the token you won't be able to connect to that name. It's registered automatically the first time you connect to a server. It lives in KSP_folder/GameData/KMP/Plugins/PluginData/KerbalMultiPlayer/KMPPlayerToken.txt, and people have a tendancy to delete it when they reinstall KMP That wouldn't have stopped you from connecting with a different username though, although you must be quite dedicated to play KMP at school (where the choice of games is usually limited to calculator or something similar) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
To be fair, it's quite a big original post When 0.1.6 comes out this will be largely solved, all you have to do is sort mods into the right folder and type /modgen. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@DrBo42: The sync plate gets loaded from start.sfs, so you can't actually delete it. KMP should be quite tolerant of slow connections now, I've fixed most of the network issues because I was stuck on ADSL1 at the time. If you don't sync within 5 minutes it should kick you back to the main menu screen and say "Sync Timeout". If it doesn't, then that's a bug I'm interested in fixing (Although I've got even more network changes coming for 0.1.6). @Vladthemad: It's completely fine to use the KMP save in single player, but it is going to get overwritten the next time you connect to a server. Kerbals are currently randomly generated, you can test this by leaving one in orbit next to a ship, reconnecting, and then hopping in the ship. It's renamed as soon as you board it. We definitely need name matching on the delete vessel command CPU/Bandwidth) that's how I probably should have answered. The server has a spike on cpu usage as it builds the messages either way (lasts a few seconds), plus however long it takes to transfer all the ships (50kb-500kb each). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Audon: I think the server is supposed to remove old vessels from the database, but it currently does not. To know the true number of ships, try this one: sqlite3 KMP_universe.db 'SELECT COUNT(guid) FROM kmpVessel' @DrBo42: In the database, the size of the ship can be anywhere from about 50kb for a simple rocket to about 500kb for something like my kraken, but big messages actually get compressed to about 1/4 of the size to save bandwidth (using zlib, which makes does make things more CPU intensive). Testing locally, my atom build server server writes 100 ships in about 3 or 4 seconds, so the initial sync is most likely bandwidth limited. Sharing or viewing a screenshot also uses about 500kb of traffic too. After the initial sync, KMP can use as little as 2kb/s. The initial sync times out after 5 minutes, the in-game syncs should be fairly fast. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Audon: If you haven't set this already, /set autoDekessler true It removes all debris older than 30 minutes automatically. There's no way to do it from the server, but if you want to delete all vessels, then this should work (if you have the sqlite3 program installed): sqlite3 KMP_universe.db 'UPDATE kmpVessel SET Destroyed=1' If you need it, you can download it here Welcome to the forums @Everyone In case you are wondering where the KMP connection window went in the dev version, it's been integrated into the main menu as shown in my video: I like the bug so I thought I better record it incase it disappears -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: I'm sure other people have worked on this too, but the one change I can think of is the server now only sends the science during connect. It's a workaround because my ntp-sync branch fought with it a little bit (Think "Error loading scenario data, Please restart your client"), so I made science only send during the initial sync and at no point afterward. Because science data cannot change server side I felt like this was a fairly safe change (It has to be removed when we decide to implement co-op science sharing / shared kethane support etc). @Figglezworth: Really shouldn't happen, science is saved server side. The above change may fix it. @Figglezworth/JohannesMP: Actually, KMP loads directly from start.sfs and saves into persistent.sfs. Which means you can load up in single player and do whatever you like, but as soon as you reconnect to a server it will be overwritten. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Coda: The good news is we didn't have to change anything, putting the library in the current KMPServer folder for mac is all that's required. You can actually download it straight from my branch, but it's the same one Jo linked: https://github.com/godarklight/KerbalMultiPlayer/raw/native-sqlite-library/KMPServer/libsqlite3.0.dylib @adamos42: Teams) I'd speculate that this would only be good on war servers, the last thing you want to do in a multiplayer game of (by default 8) people is split people apart again :-/. However, I do see it being handy one day. Shared Science points) Related to 548, 556 and 667 Science stealing) You can kinda already do that, not by stealing the science, but by recovering landed probes and things. HTTP Json) Something we should probably look into, My server list grabs things using regular expressions which look kind of weird. HTTP Players) Already exists, they show up with (for example) sed -n 's/^Players: (\.*\)$/\1/p' FallbackURL) You might want to explain that one a bit more, but my KMPModClient program (which admittedly needs love for the next version of KMPModControl) might handle the mod issue. RemoteTech, mapsat, GPS) Same as above with the kethane report. Vessel hiding) Sounds one step further then making it private. That's something to think about. One the other hand we should probably fix this first, as it looks like it's already happening